// See Level.h for more information

#include "Level.h"

// Tile

Level::Tile::Tile(int textureID, bool blocked, Item* tItem)
{
	this->blocked = blocked;
	this->texture = textureID;
	this->myItem = tItem;
}

Level::Tile::~Tile()
{
	delete this->myItem;
}

bool Level::Tile::isBlocked()
{
	return this->blocked;
}

Level::Item* Level::Tile::getItem()
{
	return this->myItem;
}

// Map

Level::Map::Map(std::string filename)
{
	LoadTextures(filename);
	LoadTiles(filename);
	LoadItems(filename);
}

Level::Map::~Map()
{
	delete[] tiles;
	delete textures;
}

void Level::Map::LoadTiles(std::string filename)
{
}

void Level::Map::LoadTextures(std::string filename)
{
}

void Level::Map::LoadItems(std::string filenames)
{
}

Level::Item* Level::Map::getItem(int x, int y)
{
	return tiles[x][y].myItem;
}

void Level::Map::move(int x, int y)
{
}

// Item
// Not yet defined

Level::Item::Item()
{
}

Level::Item::~Item()
{
}